using JetBrains.Annotations; using UnityEngine.Networking; namespace RoR2; public class RuleMask : SerializableBitArray { public RuleMask() : base(RuleCatalog.ruleCount) { } public void Serialize(NetworkWriter writer) { for (int i = 0; i < bytes.Length; i++) { writer.Write(bytes[i]); } } public void Deserialize(NetworkReader reader) { for (int i = 0; i < bytes.Length; i++) { bytes[i] = reader.ReadByte(); } } public override bool Equals(object obj) { if (obj is RuleMask ruleMask) { for (int i = 0; i < bytes.Length; i++) { if (bytes[i] != ruleMask.bytes[i]) { return false; } } } return true; } public override int GetHashCode() { int num = 0; for (int i = 0; i < bytes.Length; i++) { num += bytes[i]; } return num; } public void Copy([NotNull] RuleMask src) { byte[] array = src.bytes; byte[] array2 = bytes; int i = 0; for (int num = array2.Length; i < num; i++) { array2[i] = array[i]; } } }